The mod works but I have a 4th icon saying 'rank ___' in my HUD too. What is this spposed to mean exactly? I know the mod mentioned 'caffeinated' status but I've clearly never drank any caffeine drinks throughout...
Mod randomly "stopped working". It still shows up, but the UI "won't update". Kind of hard to explain, but whatever options are present at the launch of the game are baked in. Then when it changes (such as the bar dropping, or going from Fed to Peckish) the old bar still shows and the new text overlaps the old text.
Really odd and I'm not sure why it's happening. This is the last of my UI changes except for iHUD. If putting iHUD before it fixes it or not I'll update my comment and let everyone know.
Greetings, this mod is working perfectly for me for 3months now, sadly to say this one here : https://www.nexusmods.com/fallout4/mods/38067/ isn't working whatsoever, I mean I see the widgets, lines, symbols. etc. but it doesn't moving no matter what and when I went inside the building(doesn't matter which) it dissapear. Overall I recommend this one instead the never one mod creator posted on sticky and locked post. Have a good one.
id like to use this with Horizon 8.1. But Horizon clearly states not to use the HC_manager.pex that comes with this mod yet in your description you say works fine with Horizon [out of the box.]
Also installing this manually or with Vortex doesnt give you access to .pex anyway though im no mod programmer.
What do I need to do to use this successfully without breaking Horizon mod?
Thanks for reply bro. So lets assume i install this using vortex. Once installed how do i get rid of your HC_manager.pex. That seems to be all thats required for it to work with the current 8.1 Horizon iteration.
Quote from Horizon Dev:
Optional Mods that can potentially fit well with Horizon/Architect:
Sim Settlements (patch included with Horizon)
Crossbows of the Commonwealth (patch included with Horizon)
Survival Stats Widgets (Horizon is automatically compatible - do NOT use the HC_manager.pex that comes with widgets)
it seems this pex file packed in ba2 probably loading Horizon after this mod will override this script from my mod. or u can try to unpack ba2 and use loose files
How do i get the grenade hudinfo in the lower right corner? Had had it in my last playthrough. almost a year ago. but made a clean install of the game and cant seem to find the mod that addes them back?
In the Holotape is only the Option to move the Widget. But only in 10 or 100 increments/decrements. But thats not precise enough. So it would be nice if you could gave us the Console Commands used to move the widget. In the new one i can only move the Widgets with the mouse, thats inaccurate as F**k.
EDIT: Im sorry. Found it. But you could make that a Sticky Post:
cqf def_w_sur1q getpos - show current position cqf def_w_sur1q setpos 100 100 - set x 100 and y 100 cqf def_w_sur1q modpos 100 100 - mod x by 100 and y by 100
395 comments
https://www.nexusmods.com/fallout4/mods/38067/
Really odd and I'm not sure why it's happening. This is the last of my UI changes except for iHUD. If putting iHUD before it fixes it or not I'll update my comment and let everyone know.
EDIT: Make sure this goes AFTER iHUD.
id like to use this with Horizon 8.1. But Horizon clearly states not to use the HC_manager.pex that comes with this mod yet in your description you say works fine with Horizon [out of the box.]
Also installing this manually or with Vortex doesnt give you access to .pex anyway though im no mod programmer.
What do I need to do to use this successfully without breaking Horizon mod?
Quote from Horizon Dev:
Optional Mods that can potentially fit well with Horizon/Architect:
Had had it in my last playthrough.
almost a year ago. but made a clean install of the game and cant seem to find the mod that addes them back?
I'm using console abler so I want to use it easier way but there's no information.
EDIT: Im sorry. Found it. But you could make that a Sticky Post:
03 February 2017, 11:49AMdownload v6
cqf def_w_sur1q getpos - show current position
cqf def_w_sur1q setpos 100 100 - set x 100 and y 100
cqf def_w_sur1q modpos 100 100 - mod x by 100 and y by 100